Hi there! I think I quickly mentioned this some time ago but I have been thinking about it more over the last few days. There is a possibility that such tool already exists somewhere, but I thought I could share the design document and maybe, find someone interested in coding it! ***Hotkeys holder for tablet and tabletPC…
Hi all. When I press the Alt key (on its own) it sends my PC to sleep. This has only started happening over the last week AFAIK, so maybe it's due to an update. I'm running Vista 64. Does anyone have a solution to this? Thanks
I'm not going to go into details, but here's how this project went. This is one of the very early images. I actually started this in the summer of 2014 with the plan of making it large, open, and sell-able on the marketplace. I shrank it down in scope once I started the project back up again over a year later. Here's the…
I would say the top most human is the worst offender here, he has no curve to his spine, the face is awkward, the artist took the easy way out and left him bald, and theres no way you are animating this because of the way the edge loops are laid out, and to top it all off the sleeves to his shirt look like a bloated…
Hi everyone, this is my first post ever on Polycount. :) After many years of hard work on Mankind Divided, posting
this thread feels like a relief for me. I worked on the game since
pre-production as a Senior Level Artist. I was in charge of two levels, Golem City
and Swiss Alps. Level Art, Modeling, Materials&Texturing…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sideways In Blender: Ctrl + A → Apply Rotation & Scale Rotate X = -90° OR fix in Unity using a parent prefab 2. Tree half underground Set tree base…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…